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Trevally. 01-28-11 05:31 PM

I am updating to version 0.4 for these scripts.

[AS]
Patrol with hydro check at station (looped)
[DESCRIPTION]
You must be below decks before running script.
Looped hydrophone check with
2hr high TC surface run. Sound check
is at station and takes 2mins to sweep.
Midway to loop there is a uzo sweep.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Search on patrol
[COMMANDS]
Set_Time_Compression,2,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,2
Set_new_depth,20,0,0,0,0,0,50
All_stop,0,0,0,0,0,0,5
Set_Time_Compression,1,0,0,0,0,0,1
Activate_hydrophone_station,0,0,0,0,0,0,2
Sweep_hydrophone,0,360,120,3073,0,0,1
Report_nearest_sound_contact,0,0,0,0,0,0,2
Leave_hydrophone_station,0,0,0,0,0,0,2
Hydrophone_normal_sweep,0,0,0,0,0,0,1
Ahead_one_third,0,0,0,0,0,0,0
Snorkel_depth,0,0,0,0,0,0,30
Rise_whole_obs_periscope,0,0,0,0,0,0,5
Activate_Scope_Station,1,0,0,0,0,0,5
Sweep_Scope,1,0,360,60.0,192,0,2; abort stop
Leave_Scope_Station,1,0,0,0,0,0,0
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Report_nearest_visual_contact,0,0,0,0,0,0,10
Set_Time_Compression,2,0,0,0,0,0,2
Ahead_full,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,60
Ahead_standard,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,2
Radar_turn_on,0,0,0,0,0,0,2
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,30
Report_nearest_radio_contact,0,0,0,0,0,0,2
Radar_turn_off,0,0,0,0,0,0,2
Set_Time_Compression,128,0,0,0,0,0,3600
Set_Time_Compression,1,0,0,0,0,0,2
Activate_Scope_Station,2,0,0,0,0,0,1
Sweep_Scope,2,0,360,60,457,0,2
Leave_Scope_Station,2,0,0,0,0,0,0
Radar_turn_on,0,0,0,0,0,0,0
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,10
Report_nearest_radio_contact,0,0,0,0,0,0,0
Radar_turn_off,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,3600
Loop,12,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,5
[COMMANDS_END]

This is very similar to the one Sober posted - with obs scope search prior to surface.

Also adding a new one for "no station search on patrol for real nav"
This is a fast hydro check and baffels without active stations. 2hrs looped. If contact is found - TC will drop to your options.py settings.
This one replaces the "return to waypoint" command that is in the non-real nav version.

THE_MASK 01-28-11 05:37 PM

Very nice Trevally . I nearly caught you off stradbroke island last week :O:

stoianm 01-29-11 03:17 AM

Quote:

Originally Posted by sober (Post 1585256)
Very nice Trevally . I nearly caught you off stradbroke island last week :O:

I read this trhread: http://www.subsim.com/radioroom/album.php?u=223410 and i saw your up to date list: do you play the game with ,,map contacts - off''? If Yes, how do you manage to know if a ship or a DDs it is capable to see you or not - what kind of ,,tactis'' you use to prevent the enemy seeing you (with map contact - on - very easy doing that but now:hmmm:)?

With respect:salute:, your best student!:D

THE_MASK 01-29-11 03:30 AM

Quote:

Originally Posted by stoianm (Post 1585493)
I read this trhread: http://www.subsim.com/radioroom/album.php?u=223410 and i saw your up to date list: do you play the game with ,,map contacts - off''? If Yes, how do you manage to know if a ship or a DDs it is capable to see you or not - what kind of ,,tactis'' you use to prevent the enemy seeing you (with map contact - on - very easy doing that but now:hmmm:)?

With respect:salute:, your best student!:D

Try playing new career 100% realistic . Its a diffrent game , very scary sometimes . The first time i played with no external camera and i dived i said to myself how do i see anything , thats when i think hydrophone operator is my best friend .

stoianm 01-29-11 03:52 AM

Wy your ''fog mod'' seems to be in conflict with your ,,sky'' mod?

I enabled the ''fog one'' first and the ''sky'' one at the end!

THE_MASK 01-29-11 04:00 AM

Quote:

Originally Posted by stoianm (Post 1585502)
Wy your ''fog mod'' seems to be in conflict with your ,,sky'' mod?

I enabled the ''fog one'' first and the ''sky'' one at the end!

Ignore the conflict , it works fine .

stoianm 01-29-11 06:36 AM

Sober, you can follow me and correct where i am wrong please:

1. i am in buker(Kiel) - i start the autopilot and he will put my the other part of Kiel canal.

2. when the autopilot is off i calculate the exact position where i am and i draw a line from where i am until where i want to be (patrol area)

3. i look at clock (nav time) and i activate the ,,real nav auto position fix'' corespondent to the time

- here i have few concerns:
- you told me that i must to calculate the distance untill the next point where i want to be and the time that i need to be there (in raport with the speed that i will chose) - why i need the 2 things: distance and time - where and when i must to use this 2 things?

4. After that i calculate the heading that i must to put in my Uboat (in degres) to reach the next point, i order this heding and i start the engines ( at the speed that i used to calculate the time needed to reach next point).

- in meentimes, if i see that i have a lot of deviation from the cource that i wanted to have what i am supose to do: repeat the steps 2-4?

- i understood that i can to add (to plot) new points by myself. How this work:

1) i calculate the position where i am - i draw a line betwen where i am and next point. I plot a nav point at the end of the drawed line. I just order the engine on (without ordering the heading) and my Ubot will start to heding by himself to next point? - i think that i am wrong here?:hmmm:
- if i am wrong what is the use for aded (ploted) nav point?:o

Thanks!

Trevally. 01-29-11 01:26 PM

Quote:

Originally Posted by sober (Post 1585256)
Very nice Trevally . I nearly caught you off stradbroke island last week :O:

:har:

Im that sneaky one that never bites:arrgh!:

d3vnu11 03-24-11 05:59 AM

Anyone happen to know the height of the light houses around Kiel ? Would be nice to use them for the intended purpose of navigational fixes :)


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